Dragon's Dogma 2 +14 (table Update20240425)

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Cielos
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Dragon's Dogma 2 +14 (table Update20240425)

Post by Cielos »


Update20240425:
- added update notes (the notes you're reading now) to this post, mainly for myself to keep tracks of what changed, as I update table so slowly that I need to read my text wall to remember which table I uploaded last time.. and I don't like that.
- added instant charge magike speregonne
- updated instant forbeding bolt, as it was broken by the latest patch.
- updated levitate mod. added a hot-key activation as a cheap way to prevent your mage or sorcerer pawn from flying too high - as long as you and your pawn are NOT levitate at the exact same time...
- combine hide arisen helmet and hide pawn helmet into one script, helm mod key, now you toggle both you and your pawns' helmets on/off with CE hotkey.
other tables / contribtions in this thread. for now all can be find on the very first page. but just in case there may be more later..
  • RMLSNK's Gold and Current Carry Weight Pointers
  • jonaaa's added pointers to the Highlighted Item Finder
undead
- health still drop when being hit or fall from height, but you won't be killed.
- works on the Arisen only for now. may expend it to the pawn(s) later.

full stamina
- as title says.

instant skills/spells cast/charge
- works on the skills of Warrior, Archer and Magick Archer, and spells of Mage, Sorcerer. not tested on the rest.
- player filter is implemented, in theory it should works on the arisen only.

instant forbeding bolt
- every redouted bolt becomes forbeding bolt without the need to hold and charge the bolt, that means you can use the two follow up actions more frequently.

instant charge magike speregonne
- as title says. but I'm not sure if it's only visually charged or not, haven't test to damage an enemy yet... so it's separated from the instant skills/spells cast/charge script for now until I'm sure it actually works properly. or maybe I'd just leave it as is...

fast magick archer normal aim & max lock-on multiplier
- when in Pinpoint Volley mode, you can fast lock as if you're in Rivet Shot mode.
- multiply the max # of lock-on with the specified multiplier, default: x20.

ignore DCP
- allows you to learn skills (weapon skills/core skills/augments) and change vocations regardless of the remaining DCP.
- DCP could still be emptied.

ignore vocation requirements (equipment)
- allows you to equip anything regardless of the vocation requirements.
- if you equip a bow when a shield is equipped, the shield won't be auto-remove, you need to manually remove the shield after you equip a bow.

auto-change vocation based on weapons equipped
- a child script of ignore vocation requirements (equipment).
- when activated, vocation would be changed automatically depends on the weapon you equipped.
- works on the Arisen and the main pawn now. shouldn't change the hired pawns' weapons with this script as it hasn't been tested.
- e.g., without this script, when you equip a bow as a fighter by using ignore vocation requirements (equipment), you can't use any weapon skill at all because a fighter can't use any bow skills. but with this script activated, the vocation would be changed to archer once you equipped a bow and exit the menu, so that you can use the actual weapon's skills right away, in this case, the bow skills you learnt when you were an archer. that means you still need to learn the skills you want to use first.
- by script default, the vocation won't be changed if the current vocation is warfarer, if you want the script to change your vocations automatically even if you're a warfarer, simply change the value of the entry "skip warfarer" to no.

ignore weight
- weight still goes up as you carry more items with you but you won't be encumbered even if it exceeded the threshold, and the status would stays at "very light" always.
- works on the whole team.

levitate mod
- changes the behaviour of the levitate skill, specifically:
-- inf. levitate duration.
-- increase max height.
-- no move speed deceleration with prolong levitate duration.
-- hot-key (script default: shift) to move faster.
-- press and hold jump again during levitation would let you levitate up again.
-- press the end levitate hot-key (script default: f) to end levitate. while falling down, you can press jump to levitate again.
- both hot-keys can be changed by pressing Ctrl-H on the entry.
- you have to set the script's levitate key as your game's jump key, default: spacebar.

game speed mod
- pess CapsLock and one of the following keys to manipulate timescale:
+ : 0.8
- : 0.6
* : 0.4
/ : 0.2
- or HOLD down one of the mod keys (disabled by script default) to temporarily change the speed to a specific scale.

helm mod key
- press alt r to hide, alt t to show both you and your pawns' helmets.

How to use this cheat table?
  1. Install Cheat Engine
  2. Double-click the .CT file in order to open it.
  3. Click the PC icon in Cheat Engine in order to select the game process.
  4. Keep the list.
  5. Activate the trainer options by checking boxes or setting values from 0 to 1
Attachments
DD2 20240425.CT
+14
(69.5 KiB) Downloaded 46 times
DD2.CT
+14
(1.44 MiB) Downloaded 303 times
DD2.CT
+12 b
(1.17 MiB) Downloaded 420 times
DD2.CT
+12
(1.15 MiB) Downloaded 559 times
DD2.CT
+9
(603.63 KiB) Downloaded 257 times
DD2.CT
+8
(592.36 KiB) Downloaded 69 times
DD2.CT
+7 c
(522.32 KiB) Downloaded 363 times
DD2.CT
+7
(513.68 KiB) Downloaded 257 times
DD2.CT
+5
(494.63 KiB) Downloaded 275 times
DD2.CT
+4
(489.48 KiB) Downloaded 822 times
DD2.CT
+3
(11.67 KiB) Downloaded 1215 times
DD2.CT
+2
(8.96 KiB) Downloaded 314 times
Last edited by Cielos on Thu Apr 25, 2024 2:21 pm, edited 27 times in total.

zachillios
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Dragon's Dogma 2 +3

Post by zachillios »

Seems like everyone's having crashing problems when attempting to make scripts, could be some anti cheat nonsense. Hopefully the reframework gets fixed since that usually puts a stop to this stuff. Anywho who's a gold pointer:

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>1</ID>
      <Description>"Gold Pointer"</Description>
      <Options moHideChildren="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>{ Game   : DD2.exe
  Version: 
  Date   : 2024-03-21
  Author : zachw

  This script does blah blah blah
}

[ENABLE]

aobscanmodule(Money_Scan,DD2.exe,8B 9F 98 02 00 00 48 85 ED) // should be unique
alloc(newmem,$1000,Money_Scan)
globalalloc(MoneyScan,4)
label(code)
label(return)

newmem:
push rax
lea rax,[rdi+00000298]
mov [MoneyScan],rax
pop rax
code:
  mov ebx,[rdi+00000298]
  jmp return

Money_Scan:
  jmp newmem
  nop
return:
registersymbol(Money_Scan)

[DISABLE]

Money_Scan:
  db 8B 9F 98 02 00 00

unregistersymbol(Money_Scan)
dealloc(newmem)
dealloc(MoneyScan)
{
// ORIGINAL CODE - INJECTION POINT: DD2.exe+3D3F441

DD2.exe+3D3F41B: 48 8B FA              - mov rdi,rdx
DD2.exe+3D3F41E: 48 8B 15 3B 24 E9 0B  - mov rdx,[DD2.exe+FBD1860]
DD2.exe+3D3F425: 45 33 C0              - xor r8d,r8d
DD2.exe+3D3F428: 48 8B F1              - mov rsi,rcx
DD2.exe+3D3F42B: E8 90 28 5E 00        - call DD2.exe+4321CC0
DD2.exe+3D3F430: 4C 8B C3              - mov r8,rbx
DD2.exe+3D3F433: 48 8B D0              - mov rdx,rax
DD2.exe+3D3F436: 48 8B CE              - mov rcx,rsi
DD2.exe+3D3F439: 48 8B E8              - mov rbp,rax
DD2.exe+3D3F43C: E8 2F F8 68 FC        - call DD2.exe+3CEC70
// ---------- INJECTING HERE ----------
DD2.exe+3D3F441: 8B 9F 98 02 00 00     - mov ebx,[rdi+00000298]
// ---------- DONE INJECTING  ----------
DD2.exe+3D3F447: 48 85 ED              - test rbp,rbp
DD2.exe+3D3F44A: 74 0B                 - je DD2.exe+3D3F457
DD2.exe+3D3F44C: 48 8B D5              - mov rdx,rbp
DD2.exe+3D3F44F: 48 8B CE              - mov rcx,rsi
DD2.exe+3D3F452: E8 D9 CD 68 FC        - call DD2.exe+3CC230
DD2.exe+3D3F457: 8B C3                 - mov eax,ebx
DD2.exe+3D3F459: 48 8B 5C 24 30        - mov rbx,[rsp+30]
DD2.exe+3D3F45E: 48 8B 6C 24 38        - mov rbp,[rsp+38]
DD2.exe+3D3F463: 48 8B 74 24 40        - mov rsi,[rsp+40]
DD2.exe+3D3F468: 48 83 C4 20           - add rsp,20
}
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"No description"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>MoneyScan</Address>
          <Offsets>
            <Offset>0</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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SunBeam
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Re: Dragon's Dogma 2 - walk key script

Post by SunBeam »

Typical Capcom shit: copy-pasta and adapt. Not to mention they compete with Sony by releasing this at the same time with Forbidden West? Bold move, doubt they'll sell better :D

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orbitaldrop
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Re: Dragon's Dogma 2 - walk key script

Post by orbitaldrop »

But you can walk by holding alt?

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Cielos
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Re: Dragon's Dogma 2 - walk key script

Post by Cielos »

orbitaldrop wrote:
Fri Mar 22, 2024 2:43 pm
But you can walk by holding alt?
seriously!? I stand corrected.
well at least with the script you can have an alternate walk key to walk in different speed... I guess? :oops:
would change it to alt walk key script instead~~
EDIT: just did a quick test, can't even change the walk speed with my script, it's literally just a redundant function now~

///////////////////////
SunBeam wrote:
Fri Mar 22, 2024 2:21 pm
Typical Capcom shit: copy-pasta and adapt. Not to mention they compete with Sony by releasing this at the same time with Forbidden West? Bold move, doubt they'll sell better :D
somehow I thought it's the other way around, that Forbidden West was planned to be released next weekend on 28th originally, don't know when it changed to a day before this game release... or maybe I'm delusional again, as I did a quick google just now and I can't find any source to confirm my thought... hope I'd get my mind back when I wake up tomorrow..... :sleep:

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RMLSNK
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Re: [Request] Dragons Dogma 2

Post by RMLSNK »

Gold and Current Carry Weight Pointers (Carry Weight resets upon value change, therefore, keep it checked.

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>37</ID>
      <Description>"Gold/CW"</Description>
      <Options moHideChildren="1"/>
      <LastState Value="" RealAddress="57BA6720"/>
      <ShowAsSigned>0</ShowAsSigned>
      <GroupHeader>1</GroupHeader>
      <Address>"DD2.exe"+0FD84AB0</Address>
      <Offsets>
        <Offset>0</Offset>
      </Offsets>
      <CheatEntries>
        <CheatEntry>
          <ID>36</ID>
          <Description>"Gold"</Description>
          <LastState Value="253010" RealAddress="57BA69B8"/>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>4 Bytes</VariableType>
          <Address>"DD2.exe"+0FD84AB0</Address>
          <Offsets>
            <Offset>298</Offset>
          </Offsets>
        </CheatEntry>
        <CheatEntry>
          <ID>43</ID>
          <Description>"Current Carry Weight"</Description>
          <Options moHideChildren="1" moAllowManualCollapseAndExpand="1"/>
          <LastState Value="" RealAddress="00000000"/>
          <GroupHeader>1</GroupHeader>
          <CheatEntries>
            <CheatEntry>
              <ID>38</ID>
              <Description>"Player"</Description>
              <LastState Value="1325" RealAddress="57BAA16C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>"DD2.exe"+0FD84AB0</Address>
              <Offsets>
                <Offset>3A4C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>39</ID>
              <Description>"Main Pawn"</Description>
              <LastState Value="639" RealAddress="57BAA17C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>"DD2.exe"+0FD84AB0</Address>
              <Offsets>
                <Offset>3A5C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>42</ID>
              <Description>"Side Pawn 1"</Description>
              <LastState Value="604" RealAddress="57BAA19C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>"DD2.exe"+0FD84AB0</Address>
              <Offsets>
                <Offset>3A7C</Offset>
              </Offsets>
            </CheatEntry>
            <CheatEntry>
              <ID>41</ID>
              <Description>"Side Pawn 2"</Description>
              <LastState Value="19206" RealAddress="57BAA18C"/>
              <ShowAsSigned>0</ShowAsSigned>
              <VariableType>4 Bytes</VariableType>
              <Address>"DD2.exe"+0FD84AB0</Address>
              <Offsets>
                <Offset>3A6C</Offset>
              </Offsets>
            </CheatEntry>
          </CheatEntries>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

ryep
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Re: Dragon's Dogma 2 +2

Post by ryep »

I know its way too early to request features, but I'd love to have some way to add pawn knowledge like with your table in DDDA. Appreciate your work!

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krustytoe
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Re: Dragon's Dogma 2 +2

Post by krustytoe »

just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>

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Cielos
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Re: Dragon's Dogma 2 +3

Post by Cielos »

zachillios wrote:
Fri Mar 22, 2024 1:46 pm
Seems like everyone's having crashing problems when attempting to make scripts, could be some anti cheat nonsense. Hopefully the reframework gets fixed since that usually puts a stop to this stuff. Anywho who's a gold pointer:
doubt it's an anti-cheat.
monitored the assembly codes a bit and it seems there are no tracking on them whatsoever, not on the start of the game, during loading or gameplay. it wasn't an thorough search though, don't take my word for that.
for me the crashes happens after I attached a debugger once and/or enabled speedhack once. activating scripts aka altering game codes seems fine...
the speedhack scenario seems more random, but for the debugger scenario, if not crashed right away, it would happens the next time a menu is loaded. it makes tracing code trickier but not impossible, scripts can still be made but slower..
so if anything it's more an anti-heck than anti-cheat, I doubt it's an intentional one either way but it could be~ never checked the crash dump log though... so again don't quote me on that..

anyway with 2 basic cheats done, I'm ready to restart the game and play a bit for now. updates would be slow as always, if you're in a hurry, visit the other existing thread~

EDIT:
read some more and it seems I can't use the stocked character from the character creation demo if I turn the cloud sync off, but without turning the cloud sync off I can't start a new game...
so, all in all, I'd go back to Forbidden West for now, until Capcom allows me to play a single-player game the way I want.... :x

AtomicFarts
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Re: Dragon's Dogma 2 +3

Post by AtomicFarts »

Hoping to see a carry weight editor because the base value is absurdly restrictive and I broke mine trying to edit it while using the golden bug.

d3ban
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Re: Dragon's Dogma 2 +3

Post by d3ban »

Cielos wrote:
Sat Mar 23, 2024 12:08 am

EDIT:
read some more and it seems I can't use the stocked character from the character creation demo if I turn the cloud sync off, but without turning the cloud sync off I can't start a new game...
so, all in all, I'd go back to Forbidden West for now, until Capcom allows me to play a single-player game the way I want.... :x
i had the same dilemma

it seems like you don't actually need cloud sync on to use the char data from the demo, you just need the save data files that have 'SS' in them inside C:\Program Files (x86)\Steam\userdata\yournumber\2054970\remote\win64_save. i deleted all the save files that didn't have 'SS' in the filename, disabled cloud sync for the main game, and when i booted up the main game, i was able to start a new game with the char data from the demo

maynard
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Re: Dragon's Dogma 2 +3

Post by maynard »

Fortunately the devs made a news post this morning saying they're going to add more save slots/fix the debacle with whatever is going on right it right now.

Also I want to say, someone in another community is saying that if you edit your Pawn, there is a system in place to ban it from online. Meaning people can't hire it and you lose that aspect of the game. They said editing the Arisen doesn't seem to cause any problems. So anyone making cheats or experimenting, be careful when editing your pawn imo.

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Cielos
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Re: Dragon's Dogma 2 +3

Post by Cielos »

d3ban wrote:
Sat Mar 23, 2024 1:37 am
[...]
i had the same dilemma

it seems like you don't actually need cloud sync on to use the char data from the demo, you just need the save data files that have 'SS' in them inside C:\Program Files (x86)\Steam\userdata\yournumber\2054970\remote\win64_save. i deleted all the save files that didn't have 'SS' in the filename, disabled cloud sync for the main game, and when i booted up the main game, i was able to start a new game with the char data from the demo
thanks for the info! though I've uninstalled the game already... :roll:

///////////
maynard wrote:
Sat Mar 23, 2024 2:04 am
[...]
Also I want to say, someone in another community is saying that if you edit your Pawn, there is a system in place to ban it from online. Meaning people can't hire it and you lose that aspect of the game. They said editing the Arisen doesn't seem to cause any problems. So anyone making cheats or experimenting, be careful when editing your pawn imo.
if memory serves it's the same as the first game. as the pawn can be shared to the community, an integrity check is to be (and should be) expected, if you want to buff your pawn your own way, then don't use the shared pawn function, it's fair~

Gl33m1
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Re: Dragon's Dogma 2 +2

Post by Gl33m1 »

krustytoe wrote:
Fri Mar 22, 2024 9:58 pm
just copy and paste into your cheat table

Highlighted Item Finder (Turn off when not using it)

Code: Select all

<?xml version="1.0" encoding="utf-8"?>
<CheatTable>
  <CheatEntries>
    <CheatEntry>
      <ID>3</ID>
      <Description>"Highlighted Item Finder"</Description>
      <Options moHideChildren="1" moDeactivateChildrenAsWell="1"/>
      <VariableType>Auto Assembler Script</VariableType>
      <AssemblerScript>[ENABLE]
aobscanmodule(ItemAob,DD2.exe,0F 10 48 20 0F 11 44 24 40)
alloc(newmem,$100,ItemAob)
label(code)
label(return)
label(ItemPtr)
registersymbol(ItemAob)
registersymbol(ItemPtr)

newmem:
  mov [ItemPtr],rax

code:
  movups xmm1,[rax+20]
  movups [rsp+40],xmm0
  jmp return

ItemPtr:
  dq 0

ItemAob:
  jmp newmem
  nop 4
return:

[DISABLE]
ItemAob:
  db 0F 10 48 20 0F 11 44 24 40

unregistersymbol(*)
dealloc(*)
</AssemblerScript>
      <CheatEntries>
        <CheatEntry>
          <ID>2</ID>
          <Description>"Quantity"</Description>
          <ShowAsSigned>0</ShowAsSigned>
          <VariableType>Byte</VariableType>
          <Address>ItemPtr</Address>
          <Offsets>
            <Offset>2A</Offset>
          </Offsets>
        </CheatEntry>
      </CheatEntries>
    </CheatEntry>
  </CheatEntries>
</CheatTable>
You're a literal good, my dude. This is the ONE thing I've been trying to find. I spent probably 5 hours just trying to get it to work myself. It's working like a champ too. Thanks so so so much.

Nightcat
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Re: Dragon's Dogma 2 +3

Post by Nightcat »

I don't need much in this game, the only thing i need is edit carry weight (not unlimited) and some rift crystals (not infinite)

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